Obviously this isn't new but I think it should be brought up (maybe again, not sure if there isn't another thread or threads already that address it).

Devs you should really fix matching so that high DCR dungeons are not offered up DCR 10-20 dungeons. I don't sandbag down (a topic for another day and many threads already on that, obviously) but why at DCR 192 do I regularly see starter dungeons when I'm matching for raids? I mean, during a tourney I will take the 421 pts with 0 mana and no minions deployed tyvm but it just shouldn't happen and more importantly it can't be great for new players to get bulldozed during tourneys by big dungeons. My $0.02

Leader of Canadian Keepers guild (lvl 40, welcoming new members or just drop in to say hi )

There's problems at the very high and very low ends, but I don't see much reason to match lower than 2/3 of your matching rank (DCR & trophies) normally. Anything below that is a cakewalk, at least for me. Maybe at the low end can open the range up a fixed amount (so a DCR 10 person isn't stuck looking for DCR 7 people), and cap the amount of trophies considered to max 10k (so a 70k trophy person can find opponents).

Worst case, it would be better to serve up clones of ppl online/caved-in like it used to, if no targets are available, to keep the competition level reasonable.

Bruce Campbells Army of Darkness - an open lv 40 guild for casual players of all levels who want to develop their dungeons and get Dreadstone in tournaments

I've commented on this before having had a situation where none of my minions or immortals were over level 7 and none of my rooms above level 5, yet getting raused by players with level 40+ immortals - and revenge-raiding wasn't even an option as an entire force of myour minions would've died before even getting near their first room.

Very unfair to players just trying to get up & running when they get steamrolled like that.

DKDev_Chris wrote:This is on my list of things to looks at. I'm hoping to have some time next week to dig into our options.

Why not fixing all kind of bugs before? Instead EA's indirect or direct nerving immortals more and more. Look at Tiny, a lvl 2 Torture chamber kills her already. Weakest immortal now, if you don't have bought map visibility. Totally out of proportion with all that traps around.

Because she's so weak it's nice to have every tournament a few very low dungeons. Doesn't matter when you go for 100k+ stars, but it is a nice surprise.

Gunbladelad wrote:I've commented on this before having had a situation where none of my minions or immortals were over level 7 and none of my rooms above level 5, yet getting raused by players with level 40+ immortals - and revenge-raiding wasn't even an option as an entire force of myour minions would've died before even getting near their first room.

Very unfair to players just trying to get up & running when they get steamrolled like that.

Completely agree. There are incentives for high dcr to attack lower dcr. Unleash a single immortal and wipe out a dungeon, get rewarded with stars for less gem costs, and far less time spent. That's unfair. I began destroying lower tier dungeons recently (hopefully temporarily). 4x speed and in 10 seconds you have XXX stars.

Some wacky solutions:

1) Clone high DCR dungeons and alter name of dungeon to something with their name in it as a nod. Then high dcr's meet these dungeons. If you lose to these dungeons the original dungeon gains a trophy or some other type of reward they can log into. When you spend so much time building a dungeon its not a bad idea to let it hang out there for more use.

2) Have people submit dungeons they make through a tool here. Can use various trap levels and what not. These submitted dungeons join the pool. The current bot pool is lagging behind all the game advancements.

3) Handicap the dungeons. If you attack a low DCR there is a warning and you are penalized. Perhaps only a fraction of troops allowed to enter the fray and no mana allowed or similar penalty. It has to be a massive penalty.